liveBook · Manning

Persona

As explained in Design for Developers

A representative profile describing a target type of user and that user's relevant goals or needs.

A persona is a realistic but fictional profile of a target user. It describes relevant details such as goals, frustrations, occupation, and family circumstances, helping teams empathize with the people they are designing for. section 4.1.3

Personas connect user experience decisions with visual design, development, and business goals. Keep them visible throughout the project so decisions remain centered on user needs rather than aesthetics or technical assumptions. section 4.1.3

Build and use personas practically:

  • Base the profile on validated user data and observations whenever possible. section 4.1.3
  • When research resources are limited, consult support forums and existing knowledge, while checking for personal bias. section 4.1.3
  • Reference the persona during wireframing, visual design, development, and later decisions. section 4.1.3

Persona card

A completed persona card might describe a fictional target user’s age, occupation, marital status, number of children, goals, and frustrations. These details give the team a concrete perspective for judging whether a website supports that user’s needs. section 4.1.3

Figure 4.1 An example of a user persona card detailing one of our target users

Browse an example persona card showing how a fictional target user’s characteristics, goals, and frustrations can be organized. section 4.1.3

How Design for Developers covers it

How deep it goes
Explains profile content, research grounding, bias risks, and lifecycle use, illustrated through a persona-card example.
Examples
Uses a persona card containing age, occupation, family details, goals, and frustrations, plus support forums as a fallback research source.
What it assumes
Uses initial user data and observations when available, while teaching teams to recognize and limit unsupported assumptions.
What you can do after
Apply personas to keep target users’ goals and needs central during design and development decisions.
How it connects
Connects user research, empathy, user experience design, wireframes, visual design, development, and business requirements.

Also explained in

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Related concepts

This explainer was generated by Manning's knowledge graph from the text of Design for Developers. The section links point to the parts of the book it draws on.